Reworked Indoor-Focused Mobile Games

Pokémon Go is Being Altered to Cater to Indoor Gameplay

Pokémon Go is being altered in order to account for people's inability to go outside during the outbreak of COVID-19, the app is now being altered to allow for indoor gameplay. The changes are being made by Niantic, where new updates to the player's 'Individual Settings' are being made. The largest change for indoor gameplay was made to Battle League, where previously players had to be with each other to play. However, with the new changes, players can use Battle League without needing to be in the same place.

Niantic also took steps to postpone the Abra Community Day, and Safari Zone company events. Overall the company is adapting the services it offers to cater to users who are remaining at home.

Image Credit: Shutterstock

Indoor-focused Mobile Games
Exploring indoor-focused mobile games presents disruptive innovation opportunities for developers to create engaging experiences for users who are unable to go outside.
Remote Multiplayer Experiences
Developing remote multiplayer experiences opens up disruptive innovation opportunities for game developers to create social interactions and engagement for players who are physically distant.
Adaptive Event Planning
Adopting adaptive event planning strategies enables companies to cater to users' changing needs and seamlessly transition in-person events to virtual experiences, opening up disruptive innovation opportunities in event management.

Industries Being Reshaped

Mobile Gaming
The mobile gaming industry can leverage the demand for indoor-focused games and develop innovative solutions to engage players who are unable to venture outdoors.
Social Gaming
The social gaming industry holds disruptive innovation opportunities by creating remote multiplayer experiences that enable players to connect and interact digitally, catering to the restrictions imposed by physical distancing measures.
Event Management
The event management industry can seize disruptive innovation opportunities by adapting event planning strategies and seamlessly transitioning in-person events to virtual experiences, providing tailored solutions for companies and attendees.
SCORE
2.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 27%
Activity 48%
Freshness 9%